I already proposed said changes, but I now found that I did a bad job in trying to convey them so here we go again I hope this gets understood more easily.
General changes:
-Shinobi's health is increased to 120 hp to make him less frale.
-Shinobi's deflect isn't automatic anymore, you have to press dodge button to teleport, this is to prevent lucky deflects and shinobi getting oos because he deflected an attack.
-Shinobi's sprinting speed is increased at the cost of super sprint. Why because super sprint was too strong in scenarios where a shinobi could easily run away at the cost of stamina, now opponents can catch up to him. It also doesn't affect his really short rotation speed (because the sprint buff).
-Shinobi's double dodge no longer costs stamina.
-Shinobi's backflip gets back previous range, still has no hyper armor, but keeps its i-frames. In exchange, shinobi cannot whiff an attack into a backflip.
-The punish for parrying shinobi's ranged heavy is now the regular heavy parry punish.
-The punish for countering a ranged guardbreak is now only stamina damage.
Feats improvements:
-Nukekubi now gives back stamina on blocked hits and when getting hit (but at a slower pace for the second). It's a good way to buff the weakest level three feat.
-Yama Uba now gives health back based on the number of opponents attacking you. The feat used to be extremely good when surviving in a gank and was really fun to use, but because you constently had an advantage in duels it was nerfed. Now it's one of the weakest healing feat.
Changes, for 1v1's 15% hp on hit, 1v2's 30% hp on hit, 1v3's 50% hp on hit, 1v4's 75% hp on hit.
Chain improvements
-Shinobi can now cancel the recovery of all his two hit chains and parry counter by the charging of his ranged heavies. This is to give shinobi more options other than hit and run tactics he can now decide to stay in longer or to retreat. After a chain shinobi would be able to either backflip, range heavy, or cancel the charge with a dodge and pressure the opponent with his dodge attacks.
-Shinobi's parry counter now does only 20 damage total but stuns the opponent.
-Shinobi's second chain light, the one that is guaranteed now does 5 damage from 10. This is to bring shinobi in line with the rest of the cast in terms of damage.
-Shinobi's first heavies now have hyper armor after 400ms. To allow shinobi to trade more with his slow and high damaging heavies.
-Shinobi's first heavies are now 900 ms from all sides. His side heavies get a tweaked animation like the tech you can currently do when you input left heavy on a gb. This is meant to make his feints less readable.
-Shinobi now has a much needed single dodge heavy attack. It's 800-900 ms (is based around his oos heavy animations), does 25 damage is unblockable and has late HA. The attack is also feintable and like nuxia's heavy finishers it grabs and throws it's target if it lands. This is to help shinobi get up close and give him more mix-ups when he's dodging or better pressure when his opponent is oos.
New mix-up
-Tracking on ranged gb is increased to make it catch dodges like regular guardbreaks.
-Shinobi's sickle rain now only does 35 damage from 53. To compensate for the loss of damage, all his three lights get a new draining property that deals no damage, but heals shinobi 10 hp per light. The lights also fill shinobi's opponent's stamina.
-Shinobi's double dodge kick now is 400 ms from all sides and gets pretty much all it's day one stats but without it's hyper and super armor. It's also still unpunishable and can be mixed-up with the new dodge heavy attack and quad dashes to hit opponents. Now an opponent has to predict when shinobi will throw the kick or not. The kick no longer directly garanties damage but opens a new mix-up in which the opponent has to either dodge after getting kicked, or do nothing.
Then if shinobi throws a ranged heavy, it is dodgeable but guaranteed if the opponent doesn't move.
In the other hand if shinobi throws a ranged gb, it is guaranteed if the opponent dodges, but counterable if he does not.
Opponents that have fast side dodge attacks can also try to punish shinobi, but he can deflect the dodge attack on read.
With this shinobi has to take a risk and try to attack his opponent (with a punishable ranged attack). It uses an old dead chain he has, allows his kick to stay unpunishable (not counting season 11) and it also let's him keep the quad dash (his unintended signature move), while having a fast kick without it being broken.
This mix-up is now also accessible from the deflect kick, without directly reducing it's potential damage output, shinobi's deflect damage now is balanced.
It also is now accessible from shinobi's backflip kick, this kick has now a normal delay window, it's follow-up attack gets a 30% damage reduction to avoid backflip kick becoming spammed.
This would also make shinobi's current roll mix-up better. We see it getting buffed in other rework posts, the heavy becoming undodgeable, but because the kick has no pressure (still ledge and stamina presure and "wallsplat" if your really lucky) it wouldn't work. Now that the kick has potential damage output, an opponent has to make a read to either dodge or don't move. It also becomes a great ganking tool with a lot of potential.
Ranged attacks
-Shinobi no longer has two levels of charge for his ranged attacks. All ranged attacks are locked on level one charge (Insentive to make some shinobi's always fighting a mile away fight up close)
-Shinobi's ranged heavy speed is standardised to 600 ms both at max and point blank. Only ranged heavy after kick keeps the same speed.
-Shinobi's first ranged heavy now is feintable and bounces on block like other heavies.
-Shinobi now has proper gb vulnerability to his ranged attacks to enable him from having really good option select parries.
-Optional- Shinobi's ranged guardbreak can only be used from a successful kick.(this is optional because some shinobi players were eager to loose such a tool, but with the recent changes, shinobi can still gank using backflip kick/ranged gb so I'm ok with it being removed because it's cancer).
Conclusions and flow of the character
With these buffs, shinobi can use all of his kit now and mix-up his opponents while having a fairly varied and diverse moveset. He keeps the in and out vibe, but now has more pressure and options other than light attacks and getting away to punish whiffs. He now is a tremendously better 1v1er and still has lots of his old strenghts in team fights.
He can now properly put 50/50 pressure constantly on his opponents.Example go for a safe ranged attack get blocked then roll, then open a mix-up, then decide to go for backflip kick and get to open another 50/50 mix-up. Chains are stopped only when he uses his signature sickle rain and heals up. He has more stamina to go for all these moves and has better feats.
He would have pressure durability, mobility, gank potential. He would be an all around a better character that plays on his own tempo when dancing with his opponents.
Please make it happen ubi.